<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.3 20210610//EN" "https://jats.nlm.nih.gov/publishing/1.3/JATS-journalpublishing1-3.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink" dtd-version="1.3" article-type="research-article"><front><journal-meta><journal-id journal-id-type="issn">2541-2590</journal-id><journal-title-group><journal-title>JRAMathEdu (Journal of Research and Advances in Mathematics Education)</journal-title><abbrev-journal-title>J.Res.Adv.Math.Educ</abbrev-journal-title></journal-title-group><issn pub-type="epub">2541-2590</issn><issn pub-type="ppub">2503-3697</issn><publisher><publisher-name>Lembaga Pengembangan Publikasi Ilmiah dan Buku Ajar, Universitas Muhammadiyah Surakarta</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.23917/jramathedu.v9i4.4745</article-id><article-categories/><title-group><article-title>Design of algebra digital book on mixed reality-based to improve learner's numeracy literacy</article-title></title-group><contrib-group><contrib contrib-type="author"><name><surname>Nugroho</surname><given-names>Aryo Andri</given-names></name><address><country>Indonesia</country><email>aryoandri@upgris.ac.id</email></address><xref ref-type="aff" rid="AFF-1"/><xref ref-type="corresp" rid="cor-0"/></contrib><contrib contrib-type="author"><name><surname>Dwijayanti</surname><given-names>Ida</given-names></name><address><country>Indonesia</country></address><xref ref-type="aff" rid="AFF-1"/></contrib><contrib contrib-type="author"><name><surname>Prayito</surname><given-names>Muhammad</given-names></name><address><country>Indonesia</country></address><xref ref-type="aff" rid="AFF-1"/></contrib><contrib contrib-type="author"><name><surname>Noordin</surname><given-names>Muhammad Khair</given-names></name><address><country>Malaysia</country></address><xref ref-type="aff" rid="AFF-2"/></contrib><contrib contrib-type="author"><name><surname>Fenyvesi</surname><given-names>Kristof</given-names></name><address><country>Finland</country></address><xref ref-type="aff" rid="AFF-3"/></contrib><aff id="AFF-1">Universitas PGRI Semarang</aff><aff id="AFF-2">Universiti Teknologi Malaysia</aff><aff id="AFF-3">University Of Jyväskylä</aff></contrib-group><author-notes><corresp id="cor-0"><bold>Corresponding author: Aryo Andri Nugroho</bold>, Universitas PGRI Semarang .Email:<email>aryoandri@upgris.ac.id</email></corresp></author-notes><pub-date date-type="pub" iso-8601-date="2024-10-31" publication-format="electronic"><day>31</day><month>10</month><year>2024</year></pub-date><pub-date date-type="collection" iso-8601-date="2024-10-31" publication-format="electronic"><day>31</day><month>10</month><year>2024</year></pub-date><volume>9</volume><issue>4</issue><fpage>176</fpage><lpage>189</lpage><history><date date-type="received" iso-8601-date="2024-4-14"><day>14</day><month>4</month><year>2024</year></date><date date-type="rev-recd" iso-8601-date="2024-9-16"><day>16</day><month>9</month><year>2024</year></date><date date-type="accepted" iso-8601-date="2024-10-25"><day>25</day><month>10</month><year>2024</year></date></history><permissions><copyright-statement>Copyright (c) 2024 Aryo Andri Nugroho Aryo</copyright-statement><copyright-year>2024</copyright-year><copyright-holder>Aryo Andri Nugroho Aryo</copyright-holder><license><ali:license_ref xmlns:ali="http://www.niso.org/schemas/ali/1.0/">https://creativecommons.org/licenses/by-nc/4.0</ali:license_ref><license-p>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</license-p></license></permissions><self-uri xlink:href="https://journals2.ums.ac.id/index.php/jramathedu/article/view/4745" xlink:title="Design of algebra digital book on mixed reality-based to improve learner's numeracy literacy">Design of algebra digital book on mixed reality-based to improve learner's numeracy literacy</self-uri><abstract><p>The development of digital technology in the world of education is currently growing very rapidly, one of which is digital books. Digital books become more interesting if they can present the real environment around students in a virtual form. One technology that can present the real world environment into digital objects and can interact is <italic>Mixed Reality.</italic> The purpose of this research is to produce a Mixed Reality-based Digital Book on algebra material that is valid and feasible to use in improving students' numeracy literacy skills so that it can support learning. This study uses the Borg and Gall <italic>research and development</italic> pattern method. Data is taken through expert validation and readability tests for product testing. In the media expert validation which includes general aspects, aspects of learning presentation, aspects of language feasibility, aspects of graphics meet the valid criteria with an average value of five validators 89.2%. In the material expert validation which includes general aspects, aspects of material substance, learning aspects, aspects of usefulness meet the valid criteria with an average score of five validators 92.6%. In the readability test, teachers and lecturers obtained an average of 86% and the readability test on students obtained an average of 80%. Based on the results of media and material validation along with the Mixed Reality-based Digital Book readability test on algebra material, it is concluded that it is valid and feasible to use. The implication of this research is that it makes it easier for students to learn by using digital books to support learning in the classroom so that they can improve their achievement.</p></abstract><kwd-group><kwd>Digital book</kwd><kwd>Mixed reality</kwd><kwd>Literacy</kwd><kwd>Numeracy</kwd></kwd-group><funding-group><funding-statement>This research was funded by the Ministry of Education, Culture, Research and Technology.</funding-statement></funding-group><custom-meta-group><custom-meta><meta-name>File created by JATS Editor</meta-name><meta-value><ext-link ext-link-type="uri" xlink:href="https://jatseditor.com" xlink:title="JATS Editor">JATS Editor</ext-link></meta-value></custom-meta><custom-meta><meta-name>issue-created-year</meta-name><meta-value>2024</meta-value></custom-meta></custom-meta-group></article-meta></front><body><sec><title>INTRODUCTION</title><p>The rapid development of digital technology has created new opportunities for the education sector by facilitating its integration into the teaching and learning process <xref ref-type="bibr" rid="BIBR-44">(Razak et al., 2022)</xref>. While digital learning is already well-known, its adoption in education continues to grow and expand globally (<xref ref-type="bibr" rid="BIBR-3">(Amin &amp; Sundari, 2020)</xref>; <xref ref-type="bibr" rid="BIBR-19">(Islam Sarker et al., 2019)</xref>). This trend underscores the critical role of digital learning in enhancing the educational experience for both teachers and students.</p><p>In Indonesia, the digital transformation of education has posed significant challenges, particularly with the adoption of modern digital learning technologies and tools following the COVID-19 pandemic <xref ref-type="bibr" rid="BIBR-26">(Kovalenko et al., 2022)</xref>. Educational practices incorporating digital resources are increasingly being developed across all educational levels, though implementation remains uneven <xref ref-type="bibr" rid="BIBR-7">(Cabero-Almenara et al., 2022)</xref>. Despite these advances, educational innovation still faces several challenges, including technological development, resource availability, pedagogical adjustments, and—most importantly—teacher preparedness to adopt new teaching methods <xref ref-type="bibr" rid="BIBR-27">(Lavicza et al., 2022)</xref>. Recognizing these challenges, Indonesia's Ministry of Education and Culture launched the School Digitalization Program to provide technological tools and professional training for teachers and students across various regions <xref ref-type="bibr" rid="BIBR-23">(Kebudayaan, 2022)</xref>.</p><p>Twenty-first-century skills encompass the ability to create, use, critically evaluate, and contextualize information from various sources. Integrating real-world contexts into a virtual learning environment requires advanced technologies that can simulate real-world scenarios <xref ref-type="bibr" rid="BIBR-32">(Maas &amp; Hughes, 2020)</xref>. In today’s digital era, books have evolved from traditional printed formats to digital forms, offering greater practicality and convenience. Digital books, being portable and easily accessible, enable readers to study anytime and anywhere without needing to navigate entire texts manually (<xref ref-type="bibr" rid="BIBR-37">(Nurhayati, 2017)</xref>; <xref ref-type="bibr" rid="BIBR-4">(Awang, 2010)</xref>). Digital books serve as interactive learning media that provide virtual experiences <xref ref-type="bibr" rid="BIBR-20">(Cordón-García et al., 2016)</xref>. Research by Park et al. (2019) highlights how adopting digital books can increase student motivation and engagement. Consequently, teachers often integrate digital books into their lessons to create a dynamic and conducive learning environment <xref ref-type="bibr" rid="BIBR-31">(Lovenburg, 2018)</xref>. Moreover, <xref ref-type="bibr" rid="BIBR-18">(Hull &amp; Chaparro, 2006)</xref> demonstrated that digital books could offer interactive three-dimensional content, enhancing user engagement and comprehension. In alignment with these developments, the Indonesian National Core Curriculum has begun incorporating digital technology to make learning more relevant and adaptable to technological advancements <xref ref-type="bibr" rid="BIBR-24">(Kebudayaan, 2024)</xref>.</p><p>Digital books become more engaging when they integrate real-world environments into virtual spaces, enabling users to interact through a seamless blend of physical and digital elements. A key technology that supports this integration is Mixed Reality (MR), which presents digital objects within the real world while allowing users to interact with them through touch and gestures. Although MR is emerging as a promising educational tool, its application in schools remains limited <xref ref-type="bibr" rid="BIBR-15">(Gattullo et al., 2022)</xref>. Mixed Reality plays an increasingly important role in education by promoting active participation and knowledge development within a safe and engaging learning environment <xref ref-type="bibr" rid="BIBR-39">(Ogunseiju et al., 2022)</xref>. It merges the real and virtual worlds, providing contextual learning experiences that allow students to explore realistic environments enriched with virtual interactions <xref ref-type="bibr" rid="BIBR-21">(Kaplan et al., 2021)</xref>. Research has demonstrated that MR enhances material comprehension, language learning, and motivation for academic performance (<xref ref-type="bibr" rid="BIBR-5">(Bacca et al., 2014)</xref>; <xref ref-type="bibr" rid="BIBR-29">(Lindgren &amp; Johnson-Glenberg, 2013)</xref>; <xref ref-type="bibr" rid="BIBR-42">(Radu, 2014)</xref>). As a fusion of Augmented Reality (AR) and Virtual Reality (VR), MR combines the contextual benefits of AR, which supports visual learning by overlaying information on real-world objects, with the immersive experience of VR, which simulates real-life environments (<xref ref-type="bibr" rid="BIBR-6">(Cabero-Almenara et al., 2020)</xref>; <xref ref-type="bibr" rid="BIBR-2">(Ali et al., 2018)</xref>). This unique combination makes MR an effective tool for fostering deeper understanding and engagement in educational settings.</p><p>The integration of technology in learning is essential for fostering students' literacy and numeracy skills <xref ref-type="bibr" rid="BIBR-13">(Fatahillah et al., 2020)</xref>. Establishing a strong literacy and numeracy environment from an early age significantly influences children's mastery of reading, counting, and mathematical reasoning <xref ref-type="bibr" rid="BIBR-33">(Manolitsis et al., 2013)</xref>. Numeracy literacy refers to the ability to understand and use numbers, symbols, and basic mathematical concepts to solve real-life problems, analyze data, interpret information, and make informed decisions (Culture, 2017). Although numeracy is often equated with mathematics, many students find mathematics challenging due to its abstract nature <xref ref-type="bibr" rid="BIBR-1">(Agustina &amp; Martha Rusmana, 2019)</xref>. <xref ref-type="bibr" rid="BIBR-11">(Ekowati et al., 2019)</xref> describe numeracy literacy as the ability to apply logical reasoning in mathematical contexts. To enhance this skill, learning media must go beyond traditional audio-visual methods. Engaging, interactive tools can make learning enjoyable and reduce boredom <xref ref-type="bibr" rid="BIBR-41">(Putri, 2022)</xref>.</p><p>One promising tool for developing numeracy literacy is a Mixed Reality (MR)-enhanced digital book, which merges real and virtual environments by combining Augmented Reality (AR) and Virtual Reality (VR). This hybrid approach offers an immersive and interactive learning experience that helps students visualize mathematical concepts more clearly.</p><p>Discussions with the Semarang City Subject Teacher Conference highlighted that Class VII algebra materials require concrete contextualization due to their abstract nature. Existing teaching materials lack real-world visualization, creating a gap in students' understanding. Therefore, this study aims to design and develop a Mixed Reality-Based Digital Book for Class VII Algebra, test its validity, and evaluate its readability to improve students' numeracy literacy skills.</p><fig id="figure-1" ignoredToc=""><label>Figure 1</label><caption><p>Development process for a mixed reality-based digital algebra book</p></caption><graphic xlink:href="https://journals2.ums.ac.id/jramathedu/article/download/4745/3826/45025" mimetype="image" mime-subtype="png"><alt-text>Image</alt-text></graphic></fig></sec><sec><title>METHODS</title><p>This study followed the research and development (R&amp;D) model established by Borg and Gall, as described by Sugiyono (2016). The model outlines ten systematic development steps: (1) Research and Information Collection, (2) Planning, (3) Developing a Preliminary Product, (4) Conducting Preliminary Field Testing, (5) Revising the Main Product, (6) Conducting Main Field Testing, (7) Revising the Operational Product, (8) Conducting Operational Field Testing, (9) Final Product Revision, and (10) Dissemination. For the purpose of this research, the focus was limited to the third step, Developing the Preliminary Product, specifically through expert validation and readability testing.</p><p>The development process began with the Research &amp; Information Collection stage, which included field studies and literature reviews. During the field study, researchers identified key challenges and gathered data necessary for designing a mixed reality-based digital algebra book. The literature review involved examining prior research findings as references for potential solutions and exploring relevant theories and concepts related to the research problem. The Planning stage involved setting clear research objectives, defining goals for each development phase, and determining the expertise required to address identified challenges effectively. The Preliminary Product Development stage included designing the first draft of the mixed reality-based digital algebra book (Draft 1), conducting expert validation, and revising the draft based on the feedback received. This iterative process ensured the product met both educational and technical standards. The overall development process is illustrated in <xref ref-type="fig" rid="figure-1">Figure 1</xref>.</p><p>The data collection procedure for this study involved expert validation of the mixed reality-based digital algebra book design. The validation process was conducted using the expert judgment method combined with focus group discussions (FGD). The validation panel consisted of five mathematics teachers and two mathematics education lecturers, ensuring a diverse range of expertise. To gather validation data, researchers used customized validation sheets, readability assessment forms, and discussion note sheets designed specifically to evaluate the functionality, content accuracy, and usability of the digital book. This comprehensive approach ensured that both educational content and technological aspects of the digital book met the required standards.</p></sec><sec><title>FINDINGS</title><p>In this study, a mixed reality-based digital algebra book was developed following the Borg and Gall model of development research, with each stage carefully adapted to align with the study’s specific objectives.</p><sec><title>Research and information collecting</title><p>This stage involved both field studies and literature reviews. During the field study, researchers identified challenges and gathered data related to the design of a mixed reality-based digital algebra book. The analysis of existing teaching materials used by junior high school mathematics teachers, particularly in Grade 7, revealed several shortcomings:</p><list list-type="order"><list-item><p>Limited and Inaccurate Illustrations: Existing algebraic materials contained minimal and imprecise visual representations that failed to reflect real-world contexts familiar to students.</p></list-item><list-item><p>Text-Heavy Content: The materials were predominantly text-based, limiting students' engagement and comprehension.</p></list-item><list-item><p>Lack of Constructive Learning Activities: The teaching materials did not sufficiently promote active, student-centered learning practices.</p></list-item><list-item><p>Insufficient Character Development Support: Current resources lacked components that fostered character-building in students.</p></list-item><list-item><p>Absence of 3D Visualizations: The materials did not incorporate three-dimensional illustrations to enhance conceptual understanding.</p></list-item><list-item><p>Inadequate Teacher Guidelines: There were no clear instructional guides to assist teachers in conducting follow-up activities after students explored the materials.</p></list-item><list-item><p>Scarcity of Digital Resources: Few digital books on algebraic concepts were available, limiting the adoption of interactive learning technologies</p></list-item></list><p>The literature review explored previous studies on mixed reality and numeracy literacy in learning. It examined theories and concepts related to the development of digital algebra books based on mixed reality, referencing both national and international academic journals. These insights informed the development process and provided foundational knowledge for addressing the identified educational gaps.</p></sec><sec><title>Planning</title><p>This stage involves defining research objectives, establishing specific goals for each stage of the research process, and identifying the necessary expertise required to address the research challenges effectively. The primary aim of this study is to design and develop a mixed reality-based digital algebra book aimed at enhancing students' numeracy literacy by providing interactive, contextually relevant learning experiences.</p></sec><sec><title>Developing preliminary form of product</title><p>The field study results revealed several limitations in the teaching materials used by junior high school mathematics teachers in Semarang City. To address these shortcomings, several key development priorities were established:</p><list list-type="order"><list-item><p>Contextual Learning Environment: The learning environment should reflect real-life contexts, enabling students to connect their experiences to specific mathematical concepts.</p></list-item><list-item><p>Curriculum Alignment: The environment must align with the independent curriculum framework for junior high schools.</p></list-item><list-item><p>Familiar Contexts: The presented learning scenarios should be recognizable and relatable to students’ daily lives.</p></list-item><list-item><p>Interactive Learning Activities: The materials should include hands-on activities that actively engage students.</p></list-item><list-item><p>Skill Integration: In addition to mathematical content, the teaching materials should incorporate literacy and numeracy skill development.</p></list-item></list><p>Based on these development priorities, the prototype teaching materials were designed and outlined in <xref ref-type="table" rid="table-1">Table 1</xref>. Following this, an initial draft of the mixed reality-based digital algebra book was developed to improve students' numeracy literacy skills. <xref ref-type="fig" rid="figure-2">Figure 2</xref> to <xref ref-type="fig" rid="figure-6">Figure 6</xref> provide a visual overview of the digital book’s structure and content</p><p>At the preliminary product development stage, both validity and readability tests were conducted to ensure the feasibility of the mixed reality-based algebra digital book. The product validity test evaluated the digital book's quality based on assessments by subject-matter experts, including mathematics teachers and lecturers. The results of the expert evaluations from material validators are summarized in <xref ref-type="table" rid="table-2">Table 2</xref>, while evaluations from media validators are presented in  <xref ref-type="table" rid="table-3">Table 3</xref>.</p><p>The validation results from media experts presented in <xref ref-type="table" rid="table-2">Table 2</xref> and <xref ref-type="table" rid="table-3">Table 3</xref> indicate that the mixed reality-based algebra digital book designed to enhance students' numeracy literacy skills achieved average scores of 4.63 and 4.62, respectively. These scores demonstrate that the developed digital book meets the criteria for high-quality and valid teaching materials.</p><p>Additionally, a readability test was conducted with mathematics teachers, lecturers, and students from several schools, including SMPN 23 Semarang, SMPN 3 Semarang, SMPN 36 Semarang, SMPN 33 Semarang, and SMPN 42 Semarang. The results of the readability test for teachers and lecturers are summarized in <xref ref-type="table" rid="table-4">Table 4</xref>, while students' readability evaluations are detailed in <xref ref-type="table" rid="table-5">Table 5</xref>.</p><p>The average readability scores from teachers and lecturers reached 4.3, while students’ ratings averaged 4.0, indicating that the digital book is clear, comprehensible, and suitable for classroom use. These findings affirm that the digital book is both valid and practically applicable for enhancing students' learning experiences.</p><fig id="figure-2" ignoredToc=""><label>Figure 2</label><caption><p>Front cover</p></caption><graphic xlink:href="https://journals2.ums.ac.id/jramathedu/article/download/4745/3826/45026" mimetype="image" mime-subtype="png"><alt-text>Image</alt-text></graphic></fig><fig id="figure-3" ignoredToc=""><label>Figure 3</label><caption><p>Father of Algebra</p></caption><graphic xlink:href="https://journals2.ums.ac.id/jramathedu/article/download/4745/3826/45027" mimetype="image" mime-subtype="png"><alt-text>Image</alt-text></graphic></fig><fig id="figure-4" ignoredToc=""><label>Figure 4</label><caption><p>Elements of Algebraic Forms              </p></caption><graphic xlink:href="https://journals2.ums.ac.id/jramathedu/article/download/4745/3826/45028" mimetype="image" mime-subtype="png"><alt-text>Image</alt-text></graphic></fig><fig id="figure-5" ignoredToc=""><label>Figure 5</label><caption><p>Algebraic Operations and Their Properties</p></caption><graphic xlink:href="https://journals2.ums.ac.id/jramathedu/article/download/4745/3826/45029" mimetype="image" mime-subtype="png"><alt-text>Image</alt-text></graphic></fig><fig id="figure-6" ignoredToc=""><label>Figure 6</label><caption><p>Example of Mixed Reality</p></caption><graphic xlink:href="https://journals2.ums.ac.id/jramathedu/article/download/4745/3826/45030" mimetype="image" mime-subtype="png"><alt-text>Image</alt-text></graphic></fig><table-wrap id="table-1" ignoredToc=""><label>Table 1</label><caption><p>Mixed reality based digital book prototype</p></caption><table frame="box" rules="all"><thead><tr><th colspan="1" rowspan="1" style="" align="center" valign="top"><p>Material</p></th><th colspan="1" rowspan="1" style="" align="center" valign="top"><p>Content of the Problem</p></th><th colspan="1" rowspan="1" style="" align="center" valign="top"><p>Mixed Reality</p></th><th colspan="1" rowspan="1" style="" align="center" valign="top"><p>Literacy</p></th><th colspan="1" rowspan="1" style="" align="center" valign="top"><p>Numeracy</p></th></tr></thead><tbody><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Introduction to Algebra</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Crab Farming</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Virtual reality about the crab farming environment along with crab sightings using augmented reality</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>It shows that crabs can be processed into mixed products such as spring rolls and crab meatballs,</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>-   Demonstrate the potential of crab farming to have marketable value</p><p>-   Modelling crab farming problems in algebraic form</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Getting to know Algebraic Forms</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Disaster Care</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Virtual reality about the disaster environment along with the appearance of clothes in a cardboard box using augmented reality</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Collecting used clothes into boxes to provide assistance to disaster victims</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Write in one sentence or in the form of symbols to determine the number of all used clothes collected</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Learners' Activity in Knowing Algebraic Forms</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Purchase of Eggs for Making Bread</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Virtual reality about the environment of a supermarket or grocery store along with the appearance of buying and selling eggs using augmented reality</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Demonstrate the process of buying and selling eggs at a supermarket or grocery store as ingredients for bread.</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Determine the number of eggs used to make bread</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Elements of Algebraic Forms</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Sea Food Restaurant</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Virtual reality about the environment of sea food restaurants along with the appearance of fish in Styrofoam using augmented reality.</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Shows the process of buying fish in each Styrofoam required by the owner of the sea food restaurant, Mr Dendi, with the sea food restaurant's fish seller, Mr Indra</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Determining the weight of each Styrofoam box filled with fish</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Learner Activity in Elements of Algebraic Forms</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Counting packet books on the library shelves</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Virtual reality about the Library environment along with the appearance of books on the shelves using augmented reality</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Showing package books at each level of the bookshelf in the library</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Counting the number of all books on each shelf level in the library</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Algebraic Operations and their properties</p><p>1.     Addition and Subtraction</p><break/><break/><break/><break/><break/><p>2.     Multiplication and Division</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><break/><break/><break/><p>1.    Shop at the Store</p><break/><break/><break/><break/><break/><p>2.    Package delivery</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><break/><break/><break/><p>1.     Virtual reality about the Shop environment along with the appearance of eggs in baskets using augmented reality.</p><p>2.     Virtual reality about the environment of the rice warehouse along with the appearance of rice using augmented reality</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><break/><break/><break/><p>1.   Shows the process of buying and selling eggs and sausages in a shop.</p><break/><break/><break/><p>2.   A person delivering a package of rice using a three-wheeled vehicle</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><break/><break/><break/><p>1.     The number of eggs and sausages bought by Yuni and Rina</p><break/><break/><break/><p>2.     Determine the weight of the rice delivered by the delivery man</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Learner Activity in Algebraic Operations and Their Properties</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Smartphone buying and selling business</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Virtual reality about the environment of smartphone buying and selling stores along with the appearance of smartphones in the marketplace using augmented reality</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Smartphone buying and selling shop owners try to fulfill their goods by importing from the marketplace</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Counting the number of boxes imported from the marketplace</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Factoring Algebraic Forms</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Ideal Home</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Virtual reality about the ideal home environment along with the appearance of the interior and exterior design of the house using augmented reality</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The ideal home is a comfortable home for shelter from the outside weather and a place for family to gather. A comfortable home can be seen from the interior and exterior design, including the spatial arrangement</p></td><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Area of house size to be occupied with known land size</p></td></tr></tbody></table></table-wrap><table-wrap id="table-2" ignoredToc=""><label>Table 2</label><caption><p>Material expert validation results</p></caption><table frame="box" rules="all"><thead><tr><th colspan="1" rowspan="1" style="" align="center" valign="top"><p>Aspects</p></th><th colspan="1" rowspan="1" style="" align="center" valign="top"><p>Average score</p></th></tr></thead><tbody><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>General Aspects</p><p>This mathematics digital book media aligns with the current curriculum, featuring an engaging, concise, and clear design. It is practical and beneficial for all learners receiving the material, representing a new innovation in educational media that enhances the learning experience.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.8</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Aspects of Material Substance</p><p>This digital book media aligns with mathematics learning objectives, using terminology appropriate for the students’ academic level. The topics are clearly presented, and the content is organized systematically, ensuring a coherent and effective learning experience.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.65</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Learning Aspects</p><p>This aspect highlights how the use of digital book media facilitates the learning process by simplifying material delivery for teachers and ensuring that the content aligns with specified learning objectives. It supports independent learning by providing examples and practice questions tailored to stimulate students’ literacy and numeracy skills. Through interactive tasks and relevant exercises, students can better understand and engage with the material presented.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.57</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Expediency Aspect</p><p>This digital book media can be used as an alternative to learning, is able to help make it easier for students to learn math, provides an interesting learning nuance to eliminate boredom in learning math, can facilitate students to learn independently, can be reused or to develop other learning media.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.52</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Average</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.63</p></td></tr></tbody></table></table-wrap><table-wrap id="table-3" ignoredToc=""><label>Table 3</label><caption><p>Media expert validation results</p></caption><table frame="box" rules="all"><thead><tr><th colspan="1" rowspan="1" style="" align="center" valign="top"><p>Aspects</p></th><th colspan="1" rowspan="1" style="" align="center" valign="top"><p>Average score</p></th></tr></thead><tbody><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>General Aspects</p><p>This math digital book media is an interesting media development, designed in an attractive and easy to understand way, can improve literacy and numeracy of students, can have advantages over conventional media.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.65</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Learning Presentation Aspect</p><p>The front title (cover) already uses the material to be learned, The use of digital book media is easy to understand, This digital book media contains sample questions, The systematic presentation of learning in digital book media is presented coherently.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.7</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Aspects of Language Feasibility</p><p>The use of language in this digital book media is in accordance with the intellectual development of students, in accordance with the emotional level of students, easy for students to understand.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.46</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Aspects of Graphic Feasibility</p><p>The appearance of this digital book media is attractive, according to the field of mathematics, does not use too many combinations of types and letters, colors, elements, harmonious layout and clarify its function.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.7</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Average</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.62</p></td></tr></tbody></table></table-wrap><table-wrap id="table-4" ignoredToc=""><label>Table 4</label><caption><p>Teacher and lecturer readability test results</p></caption><table frame="box" rules="all"><thead><tr><th colspan="1" rowspan="1" style="" align="left" valign="top"><p>Aspects</p></th><th colspan="1" rowspan="1" style="" align="left" valign="top"><p>Average Score</p></th></tr></thead><tbody><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The material presented in each subchapter is clear and easy to understand</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.6</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The sentences used are clear and easy to understand</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.4</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The language used is easy to understand</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.6</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The content component of the digital book is presented in an attractive manner</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.4</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The instructions on this digital book are clear and easy to understand</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.4</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The phenomena or examples presented in this digital book can be found in everyday life.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>3.8</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Practice questions in accordance with the material contained in the digital book</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.2</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Images in the digital book can help understand the material</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>5</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The animation or video is clear and helps in understanding the material.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.8</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>In each chapter there is a virtual reality that illustrates the problems discussed.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The initial display describes the overall material that will be studied in the digital book.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>3.8</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The display in the module is attractive and harmonises with the front display</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.2</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The font used is easy to read and does not have too many variations</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.4</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>This digital book is interesting and not boring for learning</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>3.8</p></td></tr></tbody></table></table-wrap><table-wrap id="table-5" ignoredToc=""><label>Table 5</label><caption><p>Learner Readability Test Results</p></caption><table frame="box" rules="all"><thead><tr><th colspan="1" rowspan="1" style="" align="left" valign="top"><p>Aspects</p></th><th colspan="1" rowspan="1" style="" align="center" valign="top"><p>Average Score</p></th></tr></thead><tbody><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The material presented in each subchapter is clear and easy to understand</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4,08</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The sentences used are clear and easy to understand</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>3.97</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The language used is easy to understand</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.14</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The content component of the digital book is presented in an attractive manner</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>3.97</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The instructions on this digital book are clear and easy to understand</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.16</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The phenomena or examples presented in this digital book can be found in everyday life.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>3.95</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Practice questions in accordance with the material contained in the digital book</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>3.92</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Images in the digital book can help understand the material</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.08</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The animation or video is clear and helps in understanding the material.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.03</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>In each chapter there is a virtual reality that illustrates the problems discussed.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>3.81</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The initial display describes the overall material that will be studied in the digital book.</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>3.92</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The display in the module is attractive and harmonises with the front display</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.16</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>The font used is easy to read and does not have too many variations</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.11</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>This digital book is interesting and not boring for learning</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>3.86</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>This digital book makes it easier to understand the material learnt</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4.08</p></td></tr><tr><td colspan="1" rowspan="1" style="" align="left" valign="top"><p>Average</p></td><td colspan="1" rowspan="1" style="" align="center" valign="top"><p>4</p></td></tr></tbody></table></table-wrap></sec></sec><sec><title>DISCUSSION</title><p>Based on the results of problem identification and data collection, it became evident that existing teaching materials for algebra lack technological integration that facilitates easier student learning. Current materials neither represent real-world objects nor relate to students' daily lives. To address this gap, this research developed teaching materials using E-modules packaged as digital books, which can be accessed via laptops and mobile phones, ensuring availability anytime and anywhere <xref ref-type="bibr" rid="BIBR-30">(Li et al., 2011)</xref>. According to<xref ref-type="bibr" rid="BIBR-43">(Ran &amp; Jinglu, 2020-10)</xref>, digital books provide learners with greater flexibility and play a crucial role in constructing learning resources. <xref ref-type="bibr" rid="BIBR-12">(Fang et al., 2011)</xref> also highlights that digital books digitize traditional printed materials into accessible digital files, viewable on various devices such as mobile phones and computers. Integrating technology into learning must align with literacy and numeracy development, making the educational experience more meaningful. The use of digital books during the learning process has been found to enhance students' higher-order thinking and literacy skills <xref ref-type="bibr" rid="BIBR-45">(Siregar et al., 2021)</xref>. while also fostering reading literacy <xref ref-type="bibr" rid="BIBR-14">(Febriana &amp; Nugroho, 2023)</xref>. The <xref ref-type="bibr" rid="BIBR-38">(O.E.C.D., 2020)</xref> defines literacy and numeracy as the ability of learners to formulate, apply, and interpret mathematics in various real-life contexts, which are critical skills supporting academic achievement and lifelong learning <xref ref-type="bibr" rid="BIBR-10">(, 2024)</xref>. To bridge the gap between real-world environments and digital learning, Mixed Reality (MR) emerges as a promising technology. MR combines elements of virtual reality (VR), augmented reality (AR), and the real world to create immersive learning experiences <xref ref-type="bibr" rid="BIBR-8">(Carre et al., 2022)</xref>. This technology blends real and virtual worlds to contextualize user perception, enhancing the learning process <xref ref-type="bibr" rid="BIBR-28">(Leonard &amp; Fitzgerald, 2018)</xref>. In the educational field, MR has demonstrated significant potential by facilitating better understanding through the integration of realistic and interactive learning environments <xref ref-type="bibr" rid="BIBR-25">(Kerdvibulvech, 2022)</xref>; <xref ref-type="bibr" rid="BIBR-34">(Marın &amp; Vega, 2022)</xref>). Guided by these insights, researchers designed a Mixed Reality-based digital book for algebra instruction, with a particular emphasis on improving literacy and numeracy skills. This digital book visualizes algebraic concepts in real-life contexts through a customized virtual environment, making learning more engaging and accessible to students.</p><p>The validation results confirmed that the mixed reality-based algebra digital book designed to enhance students' literacy and numeracy skills met the required validity criteria. Validators emphasized that the digital book is engaging, easy to understand, and effective in fostering critical thinking. The presentation style aligns well with the developmental characteristics of grade 7 students, incorporating numeracy literacy activities and recognizing various emotional and character aspects. As noted by Ernia and Mahmudah (2023), digital books can effectively train students' numeracy literacy. Validators also highlighted that this digital book simplifies lesson planning and instructional delivery for teachers, supporting improved teaching practices. According to Sandy et al. (2022), using digital books in teaching can enhance students' mathematical communication skills while assisting teachers in delivering content effectively. The validators also noted that the book’s content is logically structured, with clearly presented topics and terminology appropriate for the students' knowledge levels. This digital book aligns well with introducing and reinforcing numeracy literacy <xref ref-type="bibr" rid="BIBR-16">(Hamiedah et al., 2023)</xref>. Its innovative and interactive features make it an effective tool for classroom learning, enhancing both student engagement and performance <xref ref-type="bibr" rid="BIBR-36">(Nugroho &amp; Purwati, 2015)</xref>. Additionally, the interactive design enables students to learn independently and strengthens their problem-solving abilities <xref ref-type="bibr" rid="BIBR-47">(Utami et al., 2018)</xref>.</p><p>The readability test results involving teachers, lecturers, and students confirmed that the digital book is feasible and easy to use. The content, language, and instructions are clear and easy to follow, while the cover design and internal layout are visually appealing. The real-life examples, practice exercises, and animated illustrations in the digital book help simplify complex concepts. Each chapter includes virtual reality-enhanced content illustrating key problems, which improves understanding. As <xref ref-type="bibr" rid="BIBR-9">(Devetak &amp; Vogrinc, 2013)</xref> argue, the effectiveness of teaching materials depends on the quality of their language, as text forms the foundation of educational content. Factors such as text structure, vocabulary difficulty, coherence, and syntax play significant roles in determining readability <xref ref-type="bibr" rid="BIBR-35">(Maulita, 2023)</xref>.</p><p>Overall, the mixed reality-based digital book has proven to be an accessible and effective learning tool, enabling students to learn independently and gain a better understanding of algebra through contextualized, interactive content. Additionally, its design incorporates feedback from the Semarang City Subject Teacher Conference (FGD) to ensure alignment with the grade 7 algebra curriculum, further supporting its practical application in real educational settings</p></sec><sec><title>CONCLUSION</title><p>This study developed a mixed reality-based algebra digital book following the Borg and Gall model. The validation and readability test results confirmed that the digital book is valid, suitable for use, and effectively supports the improvement of students’ literacy and numeracy skills in algebra. Feedback from validators was carefully considered and integrated into the final design, enhancing the quality and usability of the digital book.</p><p>The digital book creates an immersive learning environment closely related to students’ real-world experiences through mixed reality technology, making abstract algebraic concepts more accessible and engaging. Its design aligns with the specific learning needs of both teachers and students, offering a practical and interactive learning tool.</p><p>This research, however, is limited to the validation and readability test phases. Future studies should extend the work to the implementation stage, evaluating its impact on learning outcomes in classroom settings and exploring its potential for broader educational applications.</p></sec><sec><title>ACKNOWLEDGMENT</title><p>The researcher would like to thank the Ministry of Education, Culture, Research and Technology for providing support in this research; the Higher Education Service Institution Region VI and the Institute for Research and Community Service of PGRI Semarang University for assisting the implementation of this research; and MGMP Mathematics Semarang City Central Java as a partner in this research so that the data needed to answer the research objectives are obtained.</p></sec></body><back><sec sec-type="author-contributions"><title>Author Contributions</title><p>All authors contributed to the concept and design of the study as well as result of its. The AAN: initiator of the main idea and concept of the study, ID: data analysis and validation, MP: data collection and reporting, MKN: Review and Editing, KF: Review and Editing.</p></sec><sec><title>Availability of data and materials</title><p>All data are available from the all authors.</p></sec><sec><title>Competing interests</title><p>The authors declare that the publishing of this paper does not involve any conflicts of interest. This work has never been published or offered for publication elsewhere, and it is completely original.</p></sec><sec sec-type="how-to-cite"><title>How to Cite</title><p>Nugroho, A. A., Dwijayanti, I., Prayito, M., Noordin, M. K., &amp; Fenyvesi, K. (2024). Design and development of a mixed reality-based digital algebra book to enhance students' numeracy skills. JRAMathEdu (Journal of Research and Advances in Mathematics Education), 9(4). https://doi.org/10.23917/jramathedu.v9i4.4745</p></sec><ref-list><title>References</title><ref id="BIBR-1"><element-citation publication-type="book"><article-title>Pembelajaran Matematika Menyenangkan Dengan Aplikasi Kuis Online Quizizz</article-title><person-group person-group-type="author"><name><surname>Agustina</surname><given-names>L.</given-names></name><name><surname>Martha Rusmana</surname><given-names>I.</given-names></name></person-group><year>2019</year><page-range>9,1-7</page-range><publisher-name>AL-IDARAH Jurnal Kependidikan Islam</publisher-name></element-citation></ref><ref id="BIBR-2"><element-citation publication-type="article-journal"><article-title>The use of augmented reality learning environment in enhancing students’ mental rotation skills</article-title><source>Advanced Science Letters</source><volume>24</volume><issue>5</issue><person-group person-group-type="author"><name><surname>Ali</surname><given-names>D.F.</given-names></name><name><surname>Omar</surname><given-names>M.</given-names></name><name><surname>Boon</surname><given-names>Y.</given-names></name><name><surname>Ahmad</surname><given-names>J.</given-names></name><name><surname>Wahid</surname><given-names>N.H.A.</given-names></name><name><surname>Noordin</surname><given-names>M.K.</given-names></name><name><surname>Ibrahim</surname><given-names>M.A.</given-names></name></person-group><year>2018</year><fpage>3705</fpage><lpage>3708</lpage><page-range>3705-3708</page-range><pub-id pub-id-type="doi">10.1166/asl.2018.11470</pub-id><ext-link xlink:href="10.1166/asl.2018.11470" ext-link-type="doi" xlink:title="The use of augmented reality learning environment in enhancing students’ mental rotation skills">10.1166/asl.2018.11470</ext-link></element-citation></ref><ref id="BIBR-3"><element-citation publication-type="article-journal"><article-title>Efl students’ preferences on digital platforms during emergency remote teaching:Video conference, lms, or messenger application?</article-title><source>Studies in English Language and Education</source><volume>7</volume><issue>2</issue><person-group person-group-type="author"><name><surname>Amin</surname><given-names>F.M.</given-names></name><name><surname>Sundari</surname><given-names>H.</given-names></name></person-group><year>2020</year><fpage>362</fpage><lpage>378</lpage><page-range>362-378</page-range><pub-id pub-id-type="doi">10.24815/siele.v7i2.16929</pub-id><ext-link xlink:href="10.24815/siele.v7i2.16929" ext-link-type="doi" xlink:title="Efl students’ preferences on digital platforms during emergency remote teaching:Video conference, lms, or messenger application?">10.24815/siele.v7i2.16929</ext-link></element-citation></ref><ref id="BIBR-4"><element-citation publication-type="article-journal"><article-title>BUKU VS E-BUKU: TRANSFORMASI ERA DIGITAL</article-title><source>Jurnal PPM</source><volume>5</volume><person-group person-group-type="author"><name><surname>Awang</surname><given-names>N.H.</given-names></name></person-group><year>2010</year><fpage>1</fpage><lpage>14</lpage><page-range>1-14</page-range></element-citation></ref><ref id="BIBR-5"><element-citation publication-type="article-journal"><article-title>Augmented reality trends in education: A systematic review of research and applications</article-title><source>Journal of Educational Technology &amp; Society</source><volume>17</volume><issue>4</issue><person-group person-group-type="author"><name><surname>Bacca</surname><given-names>J.</given-names></name><name><surname>Baldiris</surname><given-names>S.</given-names></name><name><surname>Fabregat</surname><given-names>R.</given-names></name><name><surname>Graf</surname><given-names>S.</given-names></name><name name-style="given-only"><given-names>Kinshuk</given-names></name></person-group><year>2014</year><fpage>133</fpage><lpage>149</lpage><page-range>133-149</page-range></element-citation></ref><ref id="BIBR-6"><element-citation publication-type="article-journal"><article-title>Posibilidades formativas de la tecnología aumentada. Unestudio diacrónico en escenarios universitarios</article-title><source>Rev. Complut. Educ</source><volume>31</volume><person-group person-group-type="author"><name><surname>Cabero-Almenara</surname><given-names>J.</given-names></name><name><surname>Vázquez-Cano</surname><given-names>E.</given-names></name><name><surname>López-Meneses</surname><given-names>E.</given-names></name><name><surname>Jaén</surname><given-names>A.</given-names></name></person-group><year>2020</year><fpage>143</fpage><lpage>154</lpage><page-range>143-154</page-range><pub-id pub-id-type="doi">10.5209/rced.61934</pub-id><ext-link xlink:href="10.5209/rced.61934" ext-link-type="doi" xlink:title="Posibilidades formativas de la tecnología aumentada. Unestudio diacrónico en escenarios universitarios">10.5209/rced.61934</ext-link></element-citation></ref><ref id="BIBR-7"><element-citation publication-type="article-journal"><article-title>The use of mixed, augmented and virtual reality in history of art teaching: A case study</article-title><source>Applied System Innovation</source><volume>5</volume><issue>3</issue><person-group person-group-type="author"><name><surname>Cabero-Almenara</surname><given-names>J.</given-names></name><name><surname>Llorente-Cejudo</surname><given-names>C.</given-names></name><name><surname>Martinez-Roig</surname><given-names>R.</given-names></name></person-group><year>2022</year><page-range>44</page-range><pub-id pub-id-type="doi">10.3390/asi5030044</pub-id><ext-link xlink:href="10.3390/asi5030044" ext-link-type="doi" xlink:title="The use of mixed, augmented and virtual reality in history of art teaching: A case study">10.3390/asi5030044</ext-link></element-citation></ref><ref id="BIBR-8"><element-citation publication-type="article-journal"><article-title>Mixed-reality demonstration and training of glassblowing”</article-title><source>Heritage</source><volume>5</volume><issue>1</issue><person-group person-group-type="author"><name><surname>Carre</surname><given-names>A.L.</given-names></name><name><surname>Dubois</surname><given-names>A.</given-names></name><name><surname>Partarakis</surname><given-names>N.</given-names></name><name><surname>Zabulis</surname><given-names>X.</given-names></name><name><surname>Patsiouras</surname><given-names>N.</given-names></name><name><surname>Mantinaki</surname><given-names>E.</given-names></name><name><surname>Zidianakis</surname><given-names>E.</given-names></name><name><surname>Cadi</surname><given-names>N.</given-names></name><name><surname>Baka</surname><given-names>E.</given-names></name><name><surname>Thalmann</surname><given-names>N.M.</given-names></name><name><surname>Makrygiannis</surname><given-names>D.</given-names></name><name><surname>Glushkova</surname><given-names>A.</given-names></name><name><surname>Manitsaris</surname><given-names>S.</given-names></name></person-group><year>2022</year><page-range>103-128,</page-range><pub-id pub-id-type="doi">10.3390/heritage5010006</pub-id><ext-link xlink:href="10.3390/heritage5010006" ext-link-type="doi" xlink:title="Mixed-reality demonstration and training of glassblowing”">10.3390/heritage5010006</ext-link></element-citation></ref><ref id="BIBR-9"><element-citation publication-type="chapter"><article-title>The Criteria for Evaluating the Quality of the Science Textbooks</article-title><source>Critical Analysis of Science Textbooks</source><person-group person-group-type="author"><name><surname>Devetak</surname><given-names>I.</given-names></name><name><surname>Vogrinc</surname><given-names>J.</given-names></name></person-group><year>2013</year><pub-id pub-id-type="doi">10.1007/978-94-0074168-3_1</pub-id><ext-link xlink:href="10.1007/978-94-0074168-3_1" ext-link-type="doi" xlink:title="The Criteria for Evaluating the Quality of the Science Textbooks">10.1007/978-94-0074168-3_1</ext-link></element-citation></ref><ref id="BIBR-10"><element-citation publication-type="article-journal"><article-title>Advancing Literacy and Numeracy: Exploring Trends and Strategies for Elementary School Students</article-title><source>International Multidisciplinary Journal of Research for Innovation, Sustainability, and Excellence (IMJRISE</source><volume>1</volume><issue>2</issue><year>2024</year><fpage>144</fpage><lpage>150</lpage><page-range>144-150</page-range></element-citation></ref><ref id="BIBR-11"><element-citation publication-type="article-journal"><article-title>Literasi Numerasi di SD Muhammadiyah</article-title><source>ELSE (Elementary School Education Journal)   : Jurnal Pendidikan Dan Pembelajaran Sekolah Dasar</source><volume>3</volume><issue>1</issue><person-group person-group-type="author"><name><surname>Ekowati</surname><given-names>D.W.</given-names></name><name><surname>Astuti</surname><given-names>Y.P.</given-names></name><name><surname>Utami</surname><given-names>I.W.P.</given-names></name><name><surname>Mukhlishina</surname><given-names>I.</given-names></name><name><surname>Suwandayani</surname><given-names>B.I.</given-names></name></person-group><year>2019</year><page-range>93</page-range><pub-id pub-id-type="doi">10.30651/else.v3i1.2541</pub-id><ext-link xlink:href="10.30651/else.v3i1.2541" ext-link-type="doi" xlink:title="Literasi Numerasi di SD Muhammadiyah">10.30651/else.v3i1.2541</ext-link></element-citation></ref><ref id="BIBR-12"><element-citation publication-type="article-journal"><article-title>The Research on E-book-oriented Mobile Learning System Environment Application and Its Tendency”</article-title><source>Modern Educational Technology</source><volume>12):18-23</volume><person-group person-group-type="author"><name><surname>Fang</surname><given-names>H.G.</given-names></name><name><surname>Liu</surname><given-names>P.</given-names></name><name><surname>Huang</surname><given-names>R.H.</given-names></name></person-group><year>2011</year></element-citation></ref><ref id="BIBR-13"><element-citation publication-type="article-journal"><article-title>The Development of Schoology Web-Based Learning Media with GeoGebra to Improve the ICT Literacy on Quadratic Functions</article-title><source>Journal of Research and Advances in Mathematics Education</source><volume>5</volume><issue>3</issue><person-group person-group-type="author"><name><surname>Fatahillah</surname><given-names>A.</given-names></name><name><surname>Puspitasari</surname><given-names>I.D.</given-names></name><name><surname>Hussen</surname><given-names>S.</given-names></name></person-group><year>2020</year><fpage>304</fpage><lpage>316</lpage><page-range>304-316</page-range><pub-id pub-id-type="doi">10.23917/jramathedu.v5i3.10692</pub-id><ext-link xlink:href="10.23917/jramathedu.v5i3.10692" ext-link-type="doi" xlink:title="The Development of Schoology Web-Based Learning Media with GeoGebra to Improve the ICT Literacy on Quadratic Functions">10.23917/jramathedu.v5i3.10692</ext-link></element-citation></ref><ref id="BIBR-14"><element-citation publication-type="article-journal"><article-title>Pengembangan digital book Berbasis Asesmen Kompetensi Minimum (AKM) untuk meningkatkan literasi membaca peserta didik</article-title><source>Pendas: Jurnal Ilmiah Pendidikan Dasar</source><volume>8</volume><issue>1</issue><person-group person-group-type="author"><name><surname>Febriana</surname><given-names>A.</given-names></name><name><surname>Nugroho</surname><given-names>A.A.</given-names></name></person-group><year>2023</year><fpage>524</fpage><lpage>538</lpage><page-range>524-538</page-range></element-citation></ref><ref id="BIBR-15"><element-citation publication-type="article-journal"><article-title>Design of a mixed reality application for STEM distance education laboratories</article-title><source>Computers</source><volume>11</volume><issue>4</issue><person-group person-group-type="author"><name><surname>Gattullo</surname><given-names>M.</given-names></name><name><surname>Laviola</surname><given-names>E.</given-names></name><name><surname>Boccaccio</surname><given-names>A.</given-names></name><name><surname>Evangelista</surname><given-names>A.</given-names></name><name><surname>Fiorentino</surname><given-names>M.</given-names></name><name><surname>Manghisi</surname><given-names>V.M.</given-names></name><name><surname>Uva</surname><given-names>A.E.</given-names></name></person-group><year>2022</year><page-range>50</page-range><pub-id pub-id-type="doi">10.3390/computers11040050</pub-id><ext-link xlink:href="10.3390/computers11040050" ext-link-type="doi" xlink:title="Design of a mixed reality application for STEM distance education laboratories">10.3390/computers11040050</ext-link></element-citation></ref><ref id="BIBR-16"><element-citation publication-type="article-journal"><article-title>Pengembangan E-modul Menggunakan Aplikasi Ispring Suite 10 dengan Penguatan Literasi Numerasi pada Peserta Didik SMP</article-title><source>DIDAKTIKA   : Jurnal Pemikiran Pendidikan</source><volume>29</volume><issue>1</issue><person-group person-group-type="author"><name><surname>Hamiedah</surname><given-names>D.</given-names></name><name><surname>Fauziyah</surname><given-names>N.</given-names></name><name><surname>Huda</surname><given-names>S.</given-names></name></person-group><year>2023</year><page-range>73</page-range><pub-id pub-id-type="doi">10.30587/didaktika.v29i1.5176</pub-id><ext-link xlink:href="10.30587/didaktika.v29i1.5176" ext-link-type="doi" xlink:title="Pengembangan E-modul Menggunakan Aplikasi Ispring Suite 10 dengan Penguatan Literasi Numerasi pada Peserta Didik SMP">10.30587/didaktika.v29i1.5176</ext-link></element-citation></ref><ref id="BIBR-17"><element-citation publication-type="article-journal"><article-title>MiRA – Mixed reality agents</article-title><source>International Journal of Human–Computer Studies</source><volume>69</volume><issue>4</issue><person-group person-group-type="author"><name><surname>Holz</surname><given-names>T.</given-names></name><name><surname>Campbell</surname><given-names>A.G.</given-names></name><name><surname>O’Hare</surname><given-names>G.M.P.</given-names></name><name><surname>Stafford</surname><given-names>J.W.</given-names></name><name><surname>Martin</surname><given-names>A.</given-names></name><name><surname>Dragone</surname><given-names>M.</given-names></name></person-group><year>2011</year><fpage>251</fpage><lpage>268</lpage><page-range>251-268</page-range><pub-id pub-id-type="doi">10.1016/j.ijhcs.2010.10.1</pub-id><ext-link xlink:href="10.1016/j.ijhcs.2010.10.1" ext-link-type="doi" xlink:title="MiRA – Mixed reality agents">10.1016/j.ijhcs.2010.10.1</ext-link></element-citation></ref><ref id="BIBR-18"><element-citation publication-type="article-journal"><article-title>Usability Evaluation of Digital Flipviewer® Online Flipbooks</article-title><source>Proceedings of the Human Factors and Ergonomics Society Annual Meeting</source><volume>50</volume><issue>17</issue><person-group person-group-type="author"><name><surname>Hull</surname><given-names>S.S.</given-names></name><name><surname>Chaparro</surname><given-names>B.S.</given-names></name></person-group><year>2006</year><fpage>1839</fpage><lpage>1843</lpage><page-range>1839-1843</page-range><pub-id pub-id-type="doi">10.1177/154193120605001726</pub-id><ext-link xlink:href="10.1177/154193120605001726" ext-link-type="doi" xlink:title="Usability Evaluation of Digital Flipviewer® Online Flipbooks">10.1177/154193120605001726</ext-link></element-citation></ref><ref id="BIBR-19"><element-citation publication-type="article-journal"><article-title>Leveraging Digital Technology for Better Learning and Education: A Systematic Literature Review</article-title><source>International Journal of Information and Education Technology</source><volume>9</volume><issue>7</issue><person-group person-group-type="author"><name><surname>Islam Sarker</surname><given-names>M.N.</given-names></name><name><surname>Wu</surname><given-names>M.</given-names></name><name><surname>Cao</surname><given-names>Q.</given-names></name><name><surname>Alam</surname><given-names>G.M.M.</given-names></name><name><surname>Li</surname><given-names>D.</given-names></name></person-group><year>2019</year><fpage>453</fpage><lpage>461</lpage><page-range>453-461</page-range><pub-id pub-id-type="doi">10.18178/ijiet.2019.9.7.1246</pub-id><ext-link xlink:href="10.18178/ijiet.2019.9.7.1246" ext-link-type="doi" xlink:title="Leveraging Digital Technology for Better Learning and Education: A Systematic Literature Review">10.18178/ijiet.2019.9.7.1246</ext-link></element-citation></ref><ref id="BIBR-20"><element-citation publication-type="article-journal"><article-title>E-Book publishing in Spain The paradoxes of a dual model</article-title><source>Journal of Enterprise Information Management</source><volume>29</volume><issue>1</issue><person-group person-group-type="author"><name><surname>Cordón-García</surname><given-names>José Antonio</given-names></name><name><surname>Daniel Linder</surname><given-names>R.G.-D.</given-names></name><name><surname>A.-A</surname><given-names>J.</given-names></name></person-group><year>2016</year><fpage>118</fpage><lpage>139</lpage><page-range>118-139</page-range></element-citation></ref><ref id="BIBR-21"><element-citation publication-type="article-journal"><article-title>The effects of virtual reality, augmented reality, and mixed reality as training enhancement methods: A meta-analysis</article-title><source>Human factors</source><volume>63</volume><issue>4</issue><person-group person-group-type="author"><name><surname>Kaplan</surname><given-names>A.D.</given-names></name><name><surname>Cruit</surname><given-names>J.</given-names></name><name><surname>Endsley</surname><given-names>M.</given-names></name><name><surname>Beers</surname><given-names>S.M.</given-names></name><name><surname>Sawyer</surname><given-names>B.D.</given-names></name><name><surname>Hancock</surname><given-names>P.A.</given-names></name></person-group><year>2021</year><fpage>706</fpage><lpage>726</lpage><page-range>706-726</page-range><pub-id pub-id-type="doi">10.1177/0018720820904229</pub-id><ext-link xlink:href="10.1177/0018720820904229" ext-link-type="doi" xlink:title="The effects of virtual reality, augmented reality, and mixed reality as training enhancement methods: A meta-analysis">10.1177/0018720820904229</ext-link></element-citation></ref><ref id="BIBR-22"><element-citation publication-type="book"><article-title>Gerakan Literasi Nasional</article-title><person-group person-group-type="author"><name><surname>Kebudayaan</surname><given-names>Kementerian Pendidikan</given-names></name></person-group><year>2017</year><publisher-name>Kementerian Pendidikan dan Kebudayaan</publisher-name><publisher-loc>Jakarta</publisher-loc><ext-link xlink:href="https://repositori.kemdikbud.go.id/11628/1/materi-pendukung-literasi-numerasi-rev.pdf" ext-link-type="uri" xlink:title="Gerakan Literasi Nasional">Gerakan Literasi Nasional</ext-link></element-citation></ref><ref id="BIBR-23"><element-citation publication-type="book"><article-title>Laporan tahunan digitalisasi sekolah 2022</article-title><person-group person-group-type="author"><name><surname>Kebudayaan</surname><given-names>Kementerian Pendidikan</given-names></name></person-group><year>2022</year><publisher-name>Kementerian Pendidikan dan Kebudayaan</publisher-name><publisher-loc>Jakarta</publisher-loc><ext-link xlink:href="https://www.kemdikbud.go.id/main/blog/2022/02/laporan-tahunan-digitalisasi-sekolah-2022" ext-link-type="uri" xlink:title="Laporan tahunan digitalisasi sekolah 2022">Laporan tahunan digitalisasi sekolah 2022</ext-link></element-citation></ref><ref id="BIBR-24"><element-citation publication-type="book"><article-title>Laporan tahunan Program Merdeka Belajar 2024</article-title><person-group person-group-type="author"><name><surname>Kebudayaan</surname><given-names>Kementerian Pendidikan</given-names></name></person-group><year>2024</year><publisher-name>Kementerian Pendidikan dan Kebudayaan</publisher-name><publisher-loc>Jakarta</publisher-loc><ext-link xlink:href="https://www.kemdikbud.go.id/main/blog/2024/03/laporan-tahunan-program-merdeka-belajar-2024" ext-link-type="uri" xlink:title="Laporan tahunan Program Merdeka Belajar 2024">Laporan tahunan Program Merdeka Belajar 2024</ext-link></element-citation></ref><ref id="BIBR-25"><element-citation publication-type="article-journal"><article-title>Geo-Based mixed reality gaming market analysis”</article-title><source>Human Behavior and Emerging Technologies</source><person-group person-group-type="author"><name><surname>Kerdvibulvech</surname><given-names>C.</given-names></name></person-group><year>2022</year><page-range>1-9,</page-range><pub-id pub-id-type="doi">10.1155/2022/1139475</pub-id><ext-link xlink:href="10.1155/2022/1139475" ext-link-type="doi" xlink:title="Geo-Based mixed reality gaming market analysis”">10.1155/2022/1139475</ext-link></element-citation></ref><ref id="BIBR-26"><element-citation publication-type=""><article-title>Use of augmented and virtual reality tools in a general secondary education institution in the context of blended learning</article-title><person-group person-group-type="author"><name><surname>Kovalenko</surname><given-names>V.</given-names></name><name><surname>Marienko</surname><given-names>M.</given-names></name><name><surname>Sukhikh</surname><given-names>A.</given-names></name></person-group><year>2022</year></element-citation></ref><ref id="BIBR-27"><element-citation publication-type="article-journal"><article-title>Developing and evaluating educational innovations for STEAM education in rapidly changing digital technology environments</article-title><source>Sustainability</source><volume>14</volume><issue>12</issue><person-group person-group-type="author"><name><surname>Lavicza</surname><given-names>Z.</given-names></name><name><surname>Weinhandl</surname><given-names>R.</given-names></name><name><surname>Prodromou</surname><given-names>T.</given-names></name><name><surname>Anđić</surname><given-names>B.</given-names></name><name><surname>Lieban</surname><given-names>D.</given-names></name><name><surname>Hohenwarter</surname><given-names>M.</given-names></name><name><surname>Diego-Mantecón</surname><given-names>J.M.</given-names></name></person-group><year>2022</year><page-range>7237</page-range><pub-id pub-id-type="doi">10.3390/su14127237</pub-id><ext-link xlink:href="10.3390/su14127237" ext-link-type="doi" xlink:title="Developing and evaluating educational innovations for STEAM education in rapidly changing digital technology environments">10.3390/su14127237</ext-link></element-citation></ref><ref id="BIBR-28"><element-citation publication-type="article-journal"><article-title>Holographic learning: a mixed reality trial of Microsoft HoloLens in an Australian secondary school”</article-title><source>Research in Learning Technology</source><volume>26</volume><person-group person-group-type="author"><name><surname>Leonard</surname><given-names>S.N.</given-names></name><name><surname>Fitzgerald</surname><given-names>R.N.</given-names></name></person-group><year>2018</year><ext-link xlink:href="25304/rlt.v26.2160" ext-link-type="doi" xlink:title="Holographic learning: a mixed reality trial of Microsoft HoloLens in an Australian secondary school”">25304/rlt.v26.2160</ext-link></element-citation></ref><ref id="BIBR-29"><element-citation publication-type="article-journal"><article-title>Emboldened by embodiment: Six precepts for research on embodied learning and mixed reality</article-title><source>Educational Researcher</source><volume>42</volume><issue>8</issue><person-group person-group-type="author"><name><surname>Lindgren</surname><given-names>R.</given-names></name><name><surname>Johnson-Glenberg</surname><given-names>M.</given-names></name></person-group><year>2013</year><fpage>445</fpage><lpage>452</lpage><page-range>445-452</page-range><pub-id pub-id-type="doi">10.3102/13189X13511661</pub-id><ext-link xlink:href="10.3102/13189X13511661" ext-link-type="doi" xlink:title="Emboldened by embodiment: Six precepts for research on embodied learning and mixed reality">10.3102/13189X13511661</ext-link></element-citation></ref><ref id="BIBR-30"><element-citation publication-type="article-journal"><article-title>On the Inevitability of the Development Trend of Electronic Teaching Materials Replacing Paper Teaching Materials”</article-title><source>China Information Times</source><volume>5):42-44</volume><person-group person-group-type="author"><name><surname>Li</surname><given-names>L.</given-names></name><name><surname>Wang</surname><given-names>D.</given-names></name><name><surname>Qin</surname><given-names>W.S.</given-names></name><name><surname>S.Q.</surname><given-names>Zhang</given-names></name><name><surname>Gao</surname><given-names>X.</given-names></name></person-group><year>2011</year></element-citation></ref><ref id="BIBR-31"><element-citation publication-type="article-journal"><article-title>Journey within Afghanistan: Inside creative’s digital book tracking system</article-title><source>Childhood Education</source><volume>94</volume><issue>5</issue><person-group person-group-type="author"><name><surname>Lovenburg</surname><given-names>N.</given-names></name></person-group><year>2018</year><fpage>52</fpage><lpage>57</lpage><page-range>52-57</page-range><pub-id pub-id-type="doi">10.1080/00094056.2018.1516473</pub-id><ext-link xlink:href="10.1080/00094056.2018.1516473" ext-link-type="doi" xlink:title="Journey within Afghanistan: Inside creative’s digital book tracking system">10.1080/00094056.2018.1516473</ext-link></element-citation></ref><ref id="BIBR-32"><element-citation publication-type="article-journal"><article-title>Virtual, augmented and mixed reality in K–12 education: A review of the literature</article-title><source>Technology, Pedagogy and Education</source><volume>29</volume><issue>2</issue><person-group person-group-type="author"><name><surname>Maas</surname><given-names>M.J.</given-names></name><name><surname>Hughes</surname><given-names>J.M.</given-names></name></person-group><year>2020</year><fpage>231</fpage><lpage>249</lpage><page-range>231-249</page-range><pub-id pub-id-type="doi">10.1080/1475939X.2020.1737210</pub-id><ext-link xlink:href="10.1080/1475939X.2020.1737210" ext-link-type="doi" xlink:title="Virtual, augmented and mixed reality in K–12 education: A review of the literature">10.1080/1475939X.2020.1737210</ext-link></element-citation></ref><ref id="BIBR-33"><element-citation publication-type="article-journal"><article-title>Examining the effects of home literacy and numeracy environment on early reading and math acquisition</article-title><source>Early Childhood Research Quarterly</source><volume>28</volume><issue>4</issue><person-group person-group-type="author"><name><surname>Manolitsis</surname><given-names>G.</given-names></name><name><surname>Georgiou</surname><given-names>G.K.</given-names></name><name><surname>Tziraki</surname><given-names>N.</given-names></name></person-group><year>2013</year><fpage>692</fpage><lpage>703</lpage><page-range>692-703</page-range></element-citation></ref><ref id="BIBR-34"><element-citation publication-type="chapter"><article-title>La formacion del docente de ense~nanza secundaria en torno a larealidad mixta en ambitos inclusivos”,inSanchez-Rivas</article-title><source>La tecnologıa educativa como eje vertebrador de la innovacion</source><person-group person-group-type="author"><name><surname>Marın</surname><given-names>V.</given-names></name><name><surname>Vega</surname><given-names>E.</given-names></name></person-group><year>2022</year><fpage>73</fpage><lpage>85</lpage><page-range>73-85</page-range><publisher-loc>Octaedro, Barcelona</publisher-loc></element-citation></ref><ref id="BIBR-35"><element-citation publication-type="article-journal"><article-title>Analisis Kelayakan Bahan Ajar Berbasis Literasi Sains Pada Tema Gaya</article-title><source>Perwira Journal of Economics &amp; Business</source><volume>3</volume><issue>01</issue><person-group person-group-type="author"><name><surname>Maulita</surname><given-names>I.</given-names></name></person-group><year>2023</year><fpage>84</fpage><lpage>90</lpage><page-range>84-90</page-range></element-citation></ref><ref id="BIBR-36"><element-citation publication-type="article-journal"><article-title>Pengembangan Media Pembelajaran Matematika Berbasis Mobile Learning Dengan Pendekatan Scientific</article-title><source>Euclid</source><volume>2</volume><issue>1</issue><person-group person-group-type="author"><name><surname>Nugroho</surname><given-names>A.A.</given-names></name><name><surname>Purwati</surname><given-names>H.</given-names></name></person-group><year>2015</year><pub-id pub-id-type="doi">10.33603/e.v2i1.355</pub-id><ext-link xlink:href="10.33603/e.v2i1.355" ext-link-type="doi" xlink:title="Pengembangan Media Pembelajaran Matematika Berbasis Mobile Learning Dengan Pendekatan Scientific">10.33603/e.v2i1.355</ext-link></element-citation></ref><ref id="BIBR-37"><element-citation publication-type="article-journal"><article-title>Developing Interactive Digital Book for The Development of E-Learning Course on Educational Technology Students of Faculty of Science Education, Yogyakarta State University</article-title><source>E-Jurnal Prodi Teknologi Pendidikan</source><volume>VI</volume><issue>5</issue><person-group person-group-type="author"><name><surname>Nurhayati</surname><given-names>D.</given-names></name></person-group><year>2017</year><fpage>458</fpage><lpage>473</lpage><page-range>458-473</page-range></element-citation></ref><ref id="BIBR-38"><element-citation publication-type="book"><article-title>PISA 2018 Results (Volume VI): Are Students Ready to Thrive in an Interconnected World?</article-title><person-group person-group-type="author"><name name-style="given-only"><given-names>O.E.C.D.</given-names></name></person-group><year>2020</year><publisher-name>OECD Publishing</publisher-name><publisher-loc>Paris</publisher-loc><pub-id pub-id-type="doi">10.1787/d5f68679-en</pub-id><ext-link xlink:href="10.1787/d5f68679-en" ext-link-type="doi" xlink:title="PISA 2018 Results (Volume VI): Are Students Ready to Thrive in an Interconnected World?">10.1787/d5f68679-en</ext-link></element-citation></ref><ref id="BIBR-39"><element-citation publication-type="article-journal"><article-title>Mixed reality environment for learning sensing technology applications in Construction: A usability study</article-title><source>Advanced Engineering Informatics</source><volume>53</volume><person-group person-group-type="author"><name><surname>Ogunseiju</surname><given-names>O.R.</given-names></name><name><surname>Gonsalves</surname><given-names>N.</given-names></name><name><surname>Akanmu</surname><given-names>A.A.</given-names></name><name><surname>Bairaktarova</surname><given-names>D.</given-names></name><name><surname>Bowman</surname><given-names>D.A.</given-names></name><name><surname>Jazizadeh</surname><given-names>F.</given-names></name></person-group><year>2022</year><page-range>101637</page-range><pub-id pub-id-type="doi">10.1016/j.aei.2022.101637</pub-id><ext-link xlink:href="10.1016/j.aei.2022.101637" ext-link-type="doi" xlink:title="Mixed reality environment for learning sensing technology applications in Construction: A usability study">10.1016/j.aei.2022.101637</ext-link></element-citation></ref><ref id="BIBR-40"><element-citation publication-type="article-journal"><article-title>Adoption of digital devices for children education: Korean case</article-title><source>Telematics and Informatics</source><volume>38</volume><issue>November</issue><person-group person-group-type="author"><name><surname>Park</surname><given-names>B.</given-names></name><name><surname>Chang</surname><given-names>H.</given-names></name><name><surname>Park</surname><given-names>S.</given-names></name></person-group><year>2019</year><fpage>247</fpage><lpage>256</lpage><page-range>247-256</page-range><pub-id pub-id-type="doi">10.1016/j.tele.2018.11.002</pub-id><ext-link xlink:href="10.1016/j.tele.2018.11.002" ext-link-type="doi" xlink:title="Adoption of digital devices for children education: Korean case">10.1016/j.tele.2018.11.002</ext-link></element-citation></ref><ref id="BIBR-41"><element-citation publication-type="article-journal"><article-title>Aplikasi Multimedia dan Model Pembelajaran Blended Learning untuk Literasi Numerasi Peserta Didik Sekolah Dasar</article-title><source>Jurnal Pendidikan</source><volume>22</volume><issue>2</issue><person-group person-group-type="author"><name><surname>Putri</surname><given-names>F.S.</given-names></name></person-group><year>2022</year><fpage>155</fpage><lpage>161</lpage><page-range>155-161</page-range><pub-id pub-id-type="doi">10.52850/jpn.v22i2.3918</pub-id><ext-link xlink:href="10.52850/jpn.v22i2.3918" ext-link-type="doi" xlink:title="Aplikasi Multimedia dan Model Pembelajaran Blended Learning untuk Literasi Numerasi Peserta Didik Sekolah Dasar">10.52850/jpn.v22i2.3918</ext-link></element-citation></ref><ref id="BIBR-42"><element-citation publication-type="article-journal"><article-title>Augmented reality in education: A meta-review and cross-media analysis</article-title><source>Personal and Ubiquitous Computing</source><volume>18</volume><issue>6</issue><person-group person-group-type="author"><name><surname>Radu</surname><given-names>I.</given-names></name></person-group><year>2014</year><fpage>1533</fpage><lpage>1543</lpage><page-range>1533-1543</page-range><pub-id pub-id-type="doi">10.1007/s00779-13-747-y</pub-id><ext-link xlink:href="10.1007/s00779-13-747-y" ext-link-type="doi" xlink:title="Augmented reality in education: A meta-review and cross-media analysis">10.1007/s00779-13-747-y</ext-link></element-citation></ref><ref id="BIBR-43"><element-citation publication-type="paper-conference"><article-title>The design and development of digital books for e-learning</article-title><source>2020 4th International Conference on Artificial Intelligence and Virtual Reality</source><person-group person-group-type="author"><name><surname>Ran</surname><given-names>W.</given-names></name><name><surname>Jinglu</surname><given-names>L.</given-names></name></person-group><year>2020</year><month>10</month><day/><fpage>51</fpage><lpage>55</lpage><page-range>51-55</page-range><pub-id pub-id-type="doi">10.1145/3439133.3439140</pub-id><ext-link xlink:href="10.1145/3439133.3439140" ext-link-type="doi" xlink:title="The design and development of digital books for e-learning">10.1145/3439133.3439140</ext-link></element-citation></ref><ref id="BIBR-44"><element-citation publication-type="article-journal"><article-title>Digital learning in technical and vocational education and training (TVET) in public university, malaysia</article-title><source>Journal of Technical Education and Training</source><volume>14</volume><issue>3</issue><person-group person-group-type="author"><name><surname>Razak</surname><given-names>A.N.A.</given-names></name><name><surname>Noordin</surname><given-names>M.K.</given-names></name><name><surname>Khanan</surname><given-names>M.F.A.</given-names></name></person-group><year>2022</year><fpage>49</fpage><lpage>59</lpage><page-range>49-59</page-range><pub-id pub-id-type="doi">10.30880/jtet.2022.14.03.005</pub-id><ext-link xlink:href="10.30880/jtet.2022.14.03.005" ext-link-type="doi" xlink:title="Digital learning in technical and vocational education and training (TVET) in public university, malaysia">10.30880/jtet.2022.14.03.005</ext-link></element-citation></ref><ref id="BIBR-45"><element-citation publication-type="article-journal"><article-title>Development of digital book in enhancing students’ higher-order thinking skill</article-title><source>Journal of Physics: Conference Series</source><volume>1819</volume><issue>1</issue><person-group person-group-type="author"><name><surname>Siregar</surname><given-names>B.H.</given-names></name><name><surname>Mansyur</surname><given-names>A.</given-names></name><name><surname>Siregar</surname><given-names>N.</given-names></name></person-group><year>2021</year><page-range>012046</page-range><publisher-name>IOP Publishing</publisher-name><pub-id pub-id-type="doi">10.1088/1742-6596/1819/1/012046</pub-id><ext-link xlink:href="10.1088/1742-6596/1819/1/012046" ext-link-type="doi" xlink:title="Development of digital book in enhancing students’ higher-order thinking skill">10.1088/1742-6596/1819/1/012046</ext-link></element-citation></ref><ref id="BIBR-46"><element-citation publication-type="book"><article-title>Metode Penelitian Pendekatan Kuantitatif Kualitatif dan R&amp;D</article-title><person-group person-group-type="author"><name name-style="given-only"><given-names>Sugiyono</given-names></name></person-group><year>2016</year><publisher-name>Alfabeta</publisher-name><publisher-loc>Bandung</publisher-loc></element-citation></ref><ref id="BIBR-47"><element-citation publication-type="article-journal"><article-title>Pengembangan E-Modul Berbasis Etnomatematika Untuk Meningkatkan Kemampuan Pemecahan Masalah</article-title><source>JNPM (Jurnal Nasional Pendidikan Matematika</source><volume>2</volume><issue>2</issue><person-group person-group-type="author"><name><surname>Utami</surname><given-names>R.E.</given-names></name><name><surname>Nugroho</surname><given-names>A.A.</given-names></name><name><surname>Dwijayanti</surname><given-names>I.</given-names></name><name><surname>Sukarno</surname><given-names>A.</given-names></name></person-group><year>2018</year><page-range>268</page-range><pub-id pub-id-type="doi">10.33603/jnpm.v2i2.1458</pub-id><ext-link xlink:href="10.33603/jnpm.v2i2.1458" ext-link-type="doi" xlink:title="Pengembangan E-Modul Berbasis Etnomatematika Untuk Meningkatkan Kemampuan Pemecahan Masalah">10.33603/jnpm.v2i2.1458</ext-link></element-citation></ref></ref-list></back></article>
